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Alrighty then. The trollish pringles guy. This thing took the OU meta by storm in BW1 as a defensive spin blocker. It has a variety of sets to use, and can also potentially be offensive. I don't advise it though

Spongebob, what don’t you understand about MOAR?!
Jellicent @ Leftovers
Trait: Cursed Body
EVs: 252 HP/216 Def/40 SDef
Bold (+Def, -Atk)
- Surf
- Will O’ Wisp
- Recover
- Hex/Taunt
Jellicent is a great new Bulky Water type/spinblocker that is able to take on most of the metagame. For some reason my Slowbro has had more success than my Jellicent, but maybe that's just me.

Gen V, also know as the gen of fighting types, could also be known as the gen of rise in bulky fighting blockers. Jellicent is one of those defensive pokemon introduced in Gen V. Jellicent acts like a powerful spinblocker. Its one-of-a-kind typing in Water/Ghost brings 6 immunities and 2 resistances, at the cost of 2 extra weaknesses, as well as a good 100/70/105 defense. Those traits managed to bring it up to OU. However, it does have some drawbacks. It gets no methods of attacking booster: relying on Baton Pass from teammates or it'll be dry with its average 85 sp.atk. Its defense stats might bring some serious trouble, such as Thunderpunch or Pursuit but can be remedied with a foe's burn. Jellicent is still a good wall, nonetheless, being one of the only two water types that can learn Will'o'Wisp (the other being Rotom-W) Jellicent can be a real surprise if not dealt with properly.

Abilities
Water Absorb: This ability is awesome. Provide 25% HP when you switch into a water type? Great!Cursed Body: Another cool ability. It has some uses in a defensive set. 30% to disable Thunder Punch can get you out of some bad chancesDamp: Jellicent's Dream World Ability was a disappointment. Preventing Self-Destruct and Explosion, both of them nerfed in 5th gen, is really useless. Especially adding the fact that it is immune to Explosion and Selfdestruct.
Don't get Jelly with me sweeping- Surf/ Scald
- Energy Ball/ Giga Drain
- Recover/Pain Split
- Ice Beam/Shadow Ball
Ability: Water Absorb/Cursed Body
Item: Expert Belt
Nature: Modest (+ sp.atk -atk)
EV: 252 sp.atk/252 spd/4 def

One thing that Jellicent really lacks is a scary appearance. Other than that, it's mostly fine with sweeping. Jellicent has a few skills at its disposal. Surf is the standard water type sweeping move, while Scald can get the job done by burning the foe. Energy Ball is a viable option to counter other water types such as Swampert, who can shrug off your attacks anyway. Giga Drain, with the advent of BW2, is made available to Jellicent and thus, allows it to give it extra recovery. Recover is Jellicent's recovery move outside Giga Drain, but Pain Split can be considered on Low HP. As a fourth slot, Ice Beam can be considered to deal with grass types while Shadow Ball can be used against other Ghost.

Jellicent can be a tank. Toxic helps you slowly break down foe. Will'o'Wisp helps Jellicent's below average defense by lowering foe's attack. Acid Armor is there to help Jellicent with its defense problem. Recover combined with Leftover make you almost undefeatable. Scald prevents you from being taunt bait, though you wont exactly be doing much. Hex is another viable attack, as it skyrockets to 120 B.P when inflicted with a Status. Cursed Body is there to help you get rid of some unwanted skills.
PartnersSomething that removes Ghost type and Dark Type is greatly welcomed. Cobalion can switch in, soak up ghost type and gain a boost from Dark type through justified. Ferrothorn gets a mention for resisting -Ghost -Dark -Electric and x4 resisting grass, which really removes the thorn on Jellicent's side
Countering Jellicent

Magnezone takes absolutely nothing from Jellicent. He can soak up ice type attacks, grass type attacks and has enough stats to last through a Surf that is not boosted as Jellicent gets no boosting skill sadly. Ferrothorn ,ironically, can also give Jellicent headaches and hit back with Power Whip. Heatran can soak up Jellicent's grass type moves, and has the bulk to last through an unboosted Surf, while hitting back with a Sun-Team Solarbeam or a ill-timed Hidden Power Grass.

Pre-Evo Corner

Frillish, with Eviolite as a hold item, can reach higher defense and special defense than Jellicent. He can run the defense set in NU, and do an excellent job in LC. However, 65 base sp.atk is nowhere near impressive and its best chance outside LC is stall. Frillish, being a ghost type, is also a good spin-blocker and such, has much more uses than other pokemon's pre-evo.

Last edited by OceanicLanturn; 27th August 2012 at 2:13 PM.
Reason: Moar Details!

Jellicent. A wonderful marriage of bulky water and bulky ghost, handling special attackers with it's excellent Spdef, burning physical threats with Will-o-Wisp and Scald and bloking Rapid Spins. Jellicent is unique and versatile pokemon with fabulous facial hair. What's not to love?

Counters
Rotom-W, is probably your best bet. Doesn't mind Burns, resist Scald and Ice beam and hits back hard with with the Electric move of choice. Celebi also doesn't mind status with Natural cure, and can obliterate it with Leaf Storm. Breloom and its Poison Heal fall into a similar boat.
Like all defensive pokemon, Jellicent hates poison with a passion, so Toxic Spikes is a great way to limit it's life span. Tentacruel will be glad to oblige. CM Reuniclus and Refresh Latias deserve a mention for being able to get around Toxic/burn and using Jellicent as setup fodder. Choiced Tyranitar is pretty much an instant KO thanks to Pursuit, but has to be wary of burns.

This is a great offensive set, if you play your cards right! With Scarf Jelly gets 120 base speed, this means that it outruns almost every dragon and Landorus family that aren't scarfed and get a solid 2HKO on every dragon with Ice Beam. Surf and Shadow Ball are most powerful and reliable STAB moves at his disposal. Finally if you want to ruin some walls and Scizor just Trick your scarf away!

I don't use "uber" Pokemon, I don't calculate stat values, I don't use cheating devices, I don't breed my way to perfection, and I don't care about natures. I catch my Pokemon the way they are, and treat them like individuals instead of brainless drones. If you use this philosophy, copy & paste this into your signature. (Started by Tyranitar)

This week we'll have Pringles and/or King Bob-omb puns thanks to this Pokémon, Jellicent whose NotW (Nickname of the Week) is Bob-omb

Ability CompendiumWater Absorb: The Pokémon heals up to 1/4 of it’s maximum Hit Points when hit with Water-type moves.
Bob-omb's best ability. Adds an extra immunity (Bob is already immune to Fight and Normal) which is always nice.Cursed Body: When a move makes contact with the Pokémon, that move has a 30% chance of getting disabled.
Problem! Bob-omb has only 70 Defense, so that ability isn't really useful. Well, at least you can stop physical Choice sets.Damp: Explosion and Selfdestruct will not work while the Pokémon is on the field.
Bigger problem: Selfdestruct and Explosion were nerfed in Gen V.
Second bigger problem: Bob-omb is ALREADY immune to Selfdestruct and Explosion even without this ability.

Everybody knows that mustache is EVIL!
Bob-omb@Leftovers/Life Orb
Ability: Cursed Body/Water Absorb
EVs: 252 (or less) Sp Atk, the rest should be invested in Bob's defenses
Nature: Quiet (Trick Room required)
Surf/Scald
Shadow Ball/Hex
Ice Beam
Giga Drain/Recover
A Special set exploiting Bob-omb's decent Sp Attack (85) and better with some Trick room support.
The STAB moves of choice can vary Surf if you want reliability, Scald if you like burning opponents (You can put less Def EVs if using Scald).
If you are using Scald or if you have Toxic Spikes support, Hex deals double damage if you manage to cripple something with Scald/Toxic Spikes, if you don't have anything like that, Shadow Ball is a must have for Bob-omb and the occasional Sp Def drop it gives can force some switches.
Ice Beam gets some coverage.
Giga Drain drains your opponents' health and punishes many Water-types while Recover heals Bob-omb. Both moves make Life Orb a viable item option, if you don't like the recoil you can consider Leftovers (You should consider less Sp Atk EVs for extra defenses in that case)

I don't know why all of you are obssesed with the beard and the extra hair?

But anyway, here we have jellicent, tentacruel's unovian version. To Simplify things, the jelly ghost is quite like spiritomb in terms of stat performance minus typing.

What you would love to do with her would be a wall and an annoyer altogether. In some cases, use it as a lead staus like temtacruel by using status scalds and toxics. the Hex is a nice option. But in VGC doubles, I think it goes in synch as an attacker instead of a defender for most

Jellicent...one of the greatest of walls in OU. But Jellicent isn't just for walling. It can also be used offensively. Choice Scarf helps increase its speed but unfortunately, only permits one move. Water Spout is your main attacking move which OHKO Terrakion, Landoros, Scizor, Tyranitar (even in Sandstorm) and Donphan without having to stall. Shadow Ball 2HKO's Celebii if you have Modest Nature and not maxed out special defensive Latias. It can also 2HKO Latios if you choose Modest. Surf is another move you can use if Jellicent is at low HP. Ice Beam can be used to 2HKO non special defensive Venasaur.

If you think of jellyfish, you might think of Spongebob. I don't. I think about a bulky Pokemon that can be an option for Rain teams. Im talking about Jellicent, the big, mustache/lips-wearing troller. About his stats: They are not really good. Average HP, poor physical stats, somewhat better special stats (but still not powerful), and a damn low speed. His movepool however, is better. Surf, Hydro Pump, Trick, Taunt, Ice Beam, Scald, Toxic, Will-O-Wisp, Recover, theres much positivity about this.

This Jellyfish-Squid-looking Pokemon took me by surprise. I said "there's no way this thing can derp its way out of a paper bag." Oh, how wrong I was - Base 100 HP means 101 Substitutes, Scald + Hex is a huge asset, Water Absorb and Cursed Body as Abilities give you much to be feared for, and a sweet Movepool. This thing made me want something like a wannabe-teddy-bear in appearance with "destroy everything" style Moves and Stats - the ultimate deception.

What isn't deceptive is that it clearly defines "Bulky Water" with its Stats and Ability choices. Ghost Dual-Typing gives it a whole 'nother reason to be feared due to all of the usual Status Effects. Access to various recovery makes it much harder to take out from there.

As for weaknesses, you have Electric, Grass, Ghost, and Dark. Not good, but not bad either:
-Grass is rarely used without STAB or lack of access to Water (which is handled by Water Absorb)
-Electric is solidly walled by Ground Types, who often compliment Jellicent on any team (Gliscor, Mamoswine, Torterra, Steelix, Garchomp, or Krookodile work quite well)
-Ghost and Dark overlap with coverage, so opponents will usually stick to one which will often be an obvious choice based on the user (i.e. Sucker Punch on slow Pokemon like Toxicroak, Shadow Ball on Alakazam, Shadow Sneak on Priority users, Crunch, Night Slash, or Dark Pulse on most Dark Types, etc.)
-Most Moves of those Types that are worth using are either Special or Dark Type Moves, making a Jellicent playing Special Wall with Cursed Body a huge hassle

This thing has one of the best defensive typings in the game, and has the stats to back it up. Even if the opponent carries an Ferrothorn, who would seem to be the best at walling Jellicent, it will likely be burned by Will-O-Wisp. While its Defense stat is somewhat of a letdown, it more than makes up for it with its HP. It also has a great support movepool to abuse, including Will-O-Wisp, Taunt, and Trick Room. These traits make it one of the few Pokemon that can stand up to the might of Scizor. It isn't a slouch offensively either. It's one of the only viable Pokemon to have access to the incredibly powerful Water Spout, which can be a horrifying move to switch into when backed by a base 85 Special Attack and Choice Specs.

However, the major drawback to it is that it is not immune to entry hazards, particularly Toxic Spikes.

AbilitiesWater Absorb: Usually the way to go. Allows you to recover as you switch in if you predict accordingly.Cursed Body: Unreliable, but can be incredibly annoying when it works.Damp: Stops Explosion. This is useless in single battles as Jellicent is already immune to it. It could find some use in doubles, but the nerf it received made it much less common, so stick to the other two abilities.

Jellicent's speed might not seem appealing, it can actually work very well at being a stallbreaker, with access to Taunt, Recover, Will-O-Wisp, and Toxic. Scald works best with Toxic, as Scald has a good chance of burning the opponent anyway. Surf could be used for more power, but should only be used with Will-O-Wisp, as then, Jellicent will have to way to beat physical attackers that threaten it. Recover is crucial to the set, as it gives Jellicent much more longevity. Taunt can stop slower Pokemon on the stall team in their tracks, but Ferrothorn usually has to be burned first, as an uninvested Power Whip will 2HKO. 44 Speed EVs allows Jellicent to outspeed Choice Band Scizor and burn it, allowing it to take Pursuit with ease.

This set accomplishes what Jellicent does best: take hits and inflict status to stall. Scald is the choice of attacking on this set, as it has a 30% of burning the opponent. Toxic is preferred in the second slot, forming dual status options. Will-O-Wisp can be used over Toxic if you are paranoid about Ferrothorn, since Scald can be unreliable, and Ferrothorn is immune to Toxic. Recover gives Jellicent longevity. The last slot is open to a few options. Shadow Ball provides additional STAB, and can win stall wars with its Special Defense lowering effect. Ice Beam gets better coverage though. Substitute can also be viable, as Jellicent generally hates status.

This set attempts to lure in Jellicent's usual switch it, such as specially defensive Heatran, and kill them with the appropriate move. Jellicent is one of the few Pokemone to have access to the ridiculously powerful Water Spout, and will severely dent even those that resist it. Hydro Pump is preferred for when Jellicent gets lower on health, as it has high power. Surf is more consistent, and Scald has a burn chance, which gives Jellicent a bit of utility. Shadow Ball provides secondary STAB. The last slot has a few different options. Ice Beam is generally preferred, as it hits Dragonite, who can be problematic to this set. Energy Ball could also be used to hit Quagsire and Gastrodon hard.

Other Options
Giga Drain might seem tempting on the choice specs set over Energy Ball, as it can give Jellicent enough health to give it a high-powered Water Spout again, but when you realize that Tentacruel is a common switch-in to Jellicent, it can actually be dangerous, as Liquid Ooze will hurt Jellicent instead. Magic Coat is another support option, but Jellicent has a hard time fitting it onto a set. ResTalk could also be used, as Jellicent is often targeted by status. Hex could be used over Shadow Ball on the Specially Defensive set.

Counters
Celebi and Shaymin are probably the best counters out there, as they both have Natural Cure. Both must watch out for Ice Beam, and the former has to watch out for Shadow Ball. If Jellicent lacks Will-O-Wisp, Ferrothorn can check the Specially Defensive set, but has to be careful when taking a Scald. Specially Defensive Tentacruel walls the Choice Specs set, and can scares it away, or poisons it if it stays in.

Pringles has returned in the form of a Pokemon. That Pokemon is Jellicent's male form. Such glorious facial hair lets Pringles take plenty of punishment.
Jellicent enters the metagame at a very good time. Jellicent laughs at many bulky waters thanks to Water Absorb, Water/Ghost typing, and an excellent support movepool consisting of Taunt, Will-o-wisp, Recover, Toxic, and Night Shade. Pringles is no slouch offensively either, thanks to a usable (though not ideal) 85 special attack and a pretty colorful movepool to use that stat, which includes Scald, Surf, Water Spout, Ice Beam, Giga Drain (in BW2), Shadow Ball, Hydro Pump, and Energy Ball.
However, in the same way Pringles potato chips got forgotten, Jellicent finds itself hiding behind Pokemon that can be more successful. Toxic Spikes limits Jellicent's switch-in safety, as does the threat of Toxic and any form of status. In addition, Jellicent is exposed to all forms of entry hazards, which makes Rapid Spin support needed for Jellicent to function it his maximum. Jellicent's competition is pretty hefty.
However, don't let Jellicent's shortcomings keep you from considering him. After all, we all loved Pringles!

I pretty much used Smogon's Utility Counter set here. Making sets for stuff like Jellicent is just really tough for me. Just look it up. Pardon my lack of creativity.

Since I don't want to copy Smogon to the bone, I'm going to stop making sets.

Counters:
For such a defensive behemoth, I really don't find Jellicent to difficult to counter. Gastrodon is a great answer on a predicted Water STAB and proceed to fire off Earth Power. Toxic will ruin Jellicent, as will Leech Seed. Blissey is pretty much one of the best counters to Jellicent. Same goes for Chansey. Poison Heal Breloom can laugh at status while dropping Spore and Seed Bomb/Leech Seed. RestTalk Milotic also acts as an excellent counter.
For more straightforward methods, try Sharpedo. As long as Sharpedo isn't burned, STAB Crunch will always be painful. Chandelure with Flash Fire can switch in on a predicted Will-o-wisp and blast a Shadow Ball, especially if Chandelure is packing Choice Specs. Ninetails will make Jellicent's STAB hit like a two-year-old's thrown potato chips thanks to the sun it brings, paving the way for stuff like Volcarona and Venasaur to make Doritos superior to Pringles.
How I handle this thing is to Taunt with Whimsicott and then use Gastrodon. My Terrakion can kill it with a Stone Edge, which is not the best way to handle Pringles, but it works. Most of the time.

Abilities
Water Absorb: A great ability, lets it get a free switch on things like Choiced Politoed locked in on water moves.
Cursed Body: While it only works 30%, it can win games. Water Absorb is more reliable though.
Damp: Completely pointless seeing that Jellicent is immune to Explosion anyway. The only real purpose is in Doubles, but Explosion got nerfed so no one is using it. Still, getting some health of all the Surfs thrown around in Doubles is more important than stopping a move used only a few times.

Jellicent should have gotten Levitate, seeing as it's the floating pokemon. It already resists water, and while it needs recovery, it can come in on Choiced Pokemon much easier and burn them with Will-O-Wisp.

Try this set
Hexed to perfection
Calm
252 sp def 252 hp 4 sp att
-Will o wisp/toxic
-Scald/surf/hydro pump
-Hex
-Energy ball/ice beam
Item Leftovers
Water absorb
Ok here is the analysis. Will o wisp and toxic are for statuses to wear down foes. Hex is destructive when the foe has a status. I would suggest will o wisp as then the foe will have a hard time taking you down, as you have high sp def, and the attack drop for the foe technically gives you a def boost. Scald should be done with toxic, surf is strong and accurate, but hydro pump nails the foe with heavy damage. The last is for coverage. Energy ball stops gastrodon, but ice beam kills dragons and gliscor.

Counters.
People were looking to electrics for aid, but I looked at special walls. Empoleon is strong against anything not hp electric or energy ball. Gastrodon can switch in and shut down with storm drain. Blissley soaks up the water attacks and is immune to its ghost moves. Ferrothorn walls it. End of.

Jellicent partners: Ferrothorn!The core is just like butter and bread jellicent takes fire and fighting attacks and ferrothorn take grass and electric attacks.heatran can complete the core with taking on sun teams which have grass and fore attacks on some pokemons and aso match well but remmember no one resists ground and fighting weakness is 2/3 of the
core special walls appreciate cripled physical sweepers and pokemons weak to water like mamoswine can have good synergy with jellicent.

some counters: conkeldurr and reuniculus could care less about most attacks except maybe some rare specs ones and set up on jellicent, toxic demolishes jellicent it is pretty rare in OU though as toxic isn't that useful overall because of too many steels in the metagame. Strong pursuit users with lum berry can beat jellicent easily.

Originally Posted by Professor Oak

Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.

Jellicent...one of the greatest of walls in OU. But Jellicent isn't just for walling. It can also be used offensively. Choice Scarf helps increase its speed but unfortunately, only permits one move. Water Spout is your main attacking move which OHKO Terrakion, Landoros, Scizor, Tyranitar (even in Sandstorm) and Donphan without having to stall. Shadow Ball 2HKO's Celebii if you have Modest Nature and not maxed out special defensive Latias. It can also 2HKO Latios if you choose Modest. Surf is another move you can use if Jellicent is at low HP. Ice Beam can be used to 2HKO non special defensive Venasaur.

Ok, this reserving posts thing has got to stop. I really don't see why people even do this. This is a discussion forum, you don't get bonus points for having an early post. Besides, it's just spam, especially when most of the ime these posts go completely unedited. Just post your input when you're ready.

So yeah, don't do that anymore. From here on out, it will be a spamming infraction.

Well, Jellicent is a very good user of substitute, firstly because it has 404 HP with max EVs, so Night Shade wont break it, and also because it can resist a lot of moves, and make opponent switch out, and if other pokémon switch in hitting with a super-effective move, cursed body may stop it, and it will only break the subs, and make opponents switch out a lot of times. Substitute is the main move of the moveset. Scald is the main Stab Move, and can burn opponent, so Jellicent will only take Half of the Physical Damage, beneficing more the substitute. Toxic is for Toxic Stalling slower pokémon, and going back on substitute and having the chance of cursed body stop the attacking move. (from a lot of of walls that only have one attacking move.) Recover is the last move, that recovers 50% of health, which is very good since Substitute removes 25% of health everytime.

Not much to say that hasn't already been said. A.k.a Im too lazy to write a full POTW post, because Jellicent is so boring (no offense Jellicent, it's just you're way too common and I use you too much). Anyway, Overview:

Say hello to the gen V's premier wall. One of the most common walls out there thanks to its versatility and typing. Defensively, Water is great typing, and Ghost is even better, having immunity to two, count it, two, types. Not only that, but it has immense Hp and really great Special Defense, along with a very usable Defense stat. Great move-pool all around, with everything from Recover to Will-o-Wisp, from Taunt to Scald. It's great! Not only that, but it goes with my conspiracy that Gamefreak is running out of ideas, being a very similar pokemon to Tentacruel stat-wise and inspiration-wise. Speaking of looks, the only really bad thing about Jellicent is, well, its looks. It is strange looking. The only thing keeping it afloat (pun intended) is that amazing mustache and cute crown it has. In a nutshell, it's a balloon with wings.
But I digress. Besides being amazing stat-wise, typing-wise, and move-pool-wise, it has great abilities with Cursed Body and Water Absorb. One gives you a third immunity, while the other potentially wrecks choiced sweepers.
Jellicent is that pokemon that Gamefreak just loved when they made it. Either that, or they wanted to give competitive battling a present. Jellicent has literally everything it needs to be successful. However, that doesn't mean it's perfect. Toxic is its worst nightmare, and 999 times out of 1000 Ferrothorn will successfully wall it and stall it out. It can really hurt other teams (and take pain from them), but this big fatty can't take its own medicine.

Having a look at optional moves.
Giga drain is a strong recovery move
Hp fire stops skarmory and ferrothorn.
Pain split is a ok recovery move, but you have recover.

1. Giga Drain has mostly-redundant coverage with Water STAB. Mostly, you'll be using it on other bulky Water Types and other Pokemon have the offense to do so.
2. Skarmory and Ferrothorn hate being burned by Will-o-Wisp or Scald and are both neutral to Ice Beam. Other Hidden Power Types could be considered because of this.
3. Pain Split is an Offensive-Recovery Move without being an actual offensive Move. Pain Split does rely on your HP being below your opponent's for maximum efficacy, yes, but you'll often be taking damage because Jellicent is a bulky Water and that's its job - damage soaking.

Why waste time restoring your HP with a redundant-coverage-and-somewhat-blockable Giga Drain or by using a Recover and not dishing out passive damage? Pain Split is crippling to a fragile opponent if you are at critical HP levels and you balance it with your opponent's (hopefully full) HP. Then you can potentially revenge-KO them if they cannot keep up their damage output with your bulk. Skarmory, Blissey, Chans-Eviolite, most defensive-style Water Types, and Ferrothorn aren't that bulky with a huge chunk o' health stolen, either. I'm not sure of interaction with Liquid Ooze, but it does make you recover while dishing out damage without relying on Grass Type's mostly-redundant coverage.